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If you’re self hosting then this is just a heads-up to use the title of your video as the name of the file on your server. The District of Columbia, found to have the highest percentage of overweight children, also had the highest percentage nationwide of children spending an incredible 4 hours plus in front of a screen. [10] The National Obesity Forum indicates: Slate reported in 2012: The University of Texas at Austin declares: The Pittsburg Gazette reports: "A 2010 study from the Eastern Ontario Research Institute found video games to blame, chiefly because children, boys especially, tend to eat more when they're playing them."[14] Irreligion, video game usage and obesity See also: Irreligion, video game usage and obesity and Atheism and obesity Relevant Magazine reported about the journal article in The International Journal for the Psychology of Religion entitled No Other Gods Before Mario?: Game Preferences Among Atheistic and Religious Individuals: As far as the relationship between irreligion and obesity, please examine the articles below: Exergaming As far as "exergaming" (Video games which prompt the users to engage in physical activity), Slate reports: Overcoming addiction to video games As with any addiction, video game usage can be hard to overcome as soon as one is drawn into it. Learn more Mobile Promotion Toolkit Mobile application promotion toolkit is an enhanced project, which has over 100 animated 3D scenes of iPhone, iPad, notebooks and android smartphone. Massively multiplayer online game (MMOs) can offer extremely high numbers of simultaneous players; Eve Online set a record with 65,303 players on a single server in 2013.[71] Behavioral effects It has been shown that action video game players have better hand–eye coordination and visuo-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than nonplayers.[72] Researchers found that such enhanced abilities could be acquired by training with action games, involving challenges that switch attention between different locations, but not with games requiring concentration on single objects. Besides Mac, it is also available for Windows and Linux. Baer called the "Brown Box", it also used a standard television.[2][7] These were followed by two versions of Atari's Pong; an arcade version in 1972 and a home version in 1975 that dramatically increased video game popularity.[8] The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry.[9] A flood of Pong clones eventually led to the video game crash of 1977, which came to an end with the mainstream success of Taito's 1978 shooter game Space Invaders,[10] marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market.[10][11] The game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts, restaurants, and convenience stores.[12] The game also became the subject of numerous articles and stories on television and in newspapers and magazines, establishing video gaming as a rapidly growing mainstream hobby.[13][14] Space Invaders was soon licensed for the Atari VCS (later known as Atari 2600), becoming the first "killer app" and quadrupling the console's sales.[15] This helped Atari recover from their earlier losses,[16] and in turn the Atari VCS revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983.[17] The home video game industry was revitalized shortly afterwards by the widespread success of the Nintendo Entertainment System,[18] which marked a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles.[19] Overview Platforms After Pong, the Atari 2600 was the first game console to achieve widespread success and awareness.